+ Reply to Thread
Page 3 of 5 FirstFirst 1 2 3 4 5 LastLast
Results 41 to 60 of 86

Thread: Unofficial fix pack for 1.2

  1. #41
    From United Kingdom.txt:

    Code:
    party = {
    	name = "ENG_liberal_2"
    	start_date = 1859.1.1
    	end_date = 2000.1.1
    
    	ideology = liberal
    
    	economic_policy = interventionism
    	trade_policy = free_trade
    	religious_policy = pluralism
    	citizenship_policy = limited_citizenship
    	war_policy = anti_military
    }
    A liberal party that allows subsidies? I wonder what the Brits paid Paradox for that.
    >

  2. #42
    Voter Colonel chann's Avatar
    Crusader Kings IIEuropa Universalis 3EU3 CompleteDivine WindFor The Glory
    Heir to the ThroneMagickaRome GoldVictoria 2Mount & Blade: Warband

    Join Date
    May 2009
    Location
    Terre Napoléon
    Posts
    166
    Quote Originally Posted by Mauricio View Post
    A liberal party that allows subsidies? I wonder what the Brits paid Paradox for that.
    Not really a bug fix though? Still, I'd love to see a full-fledged political parties mod. Some nations really got lumped with the generic parties/policies and then there are the inaccuracies that were carried over from Victoria 1...
    Victoria II unofficial fix pack for 1.2 (last update 2010-12-23)
    Dominion: British Imperial Relations v 1.3 (2010-11-01)
    Australia/New Zealand Improvement Mod (WIP, mate)

    1 Labourer has been promoted to Bureaucrat this month

  3. #43
    Not exactly a bug, but a general design problem: if I understood correctly, cultural union tags that don't have any existing country with their national culture (Hungary, for example) cannot achieve freedom by rebelling. This is because they can't have nationalist rebels, but their pan-nationalist rebels will have no effect, as there's no nation to give the crown to. Did I interpret the code correctly?
    If so, would it be pertinent to create another type of rebel the "pan-nationalist without a motherland", in order to allow their independence? This rebel type would have exactly the same pan-nationalist characteristics, except that its trigger and effect would be the same of the Nationalist Rebel. The tricky part, however, would be to identify if there's any country with their main culture - if there is, the standard pan-nationalist should be used.

    I found a new trigger, "someone_can_form_union_tag = <tag>", which was added in 1.2 and seems to be useful to the "tricky" part, but I'm not sure how it works (it could be looking only for great powers, for example).

    I tried to codefy this new kind of rebel, but I'm not sure how sucessful it is - could you help me?
    Here's the code:

    Code:
    ###################################
    # Pan-Nationalist Rebels
    ###################################
    pan_nationalist_rebels = {
    	icon = 6
    	
    	area = culture_group
    	break_alliance_on_win = no
    	
    	# <this is the governement in the country> = <this is what the rebels want>
    	government = {
    		proletarian_dictatorship = proletarian_dictatorship
    		presidential_dictatorship = presidential_dictatorship
    		bourgeois_dictatorship = bourgeois_dictatorship
    		fascist_dictatorship = fascist_dictatorship
    		absolute_monarchy = absolute_monarchy
    		prussian_constitutionalism = prussian_constitutionalism
    		hms_government = hms_government
    		democracy = democracy
    	}
    
    	defection = pan_nationalist		# If the country seeks independence, defection specifies what type of provinces it wants.
    	independence = none
    	defect_delay = 6			# Can spontaneously declare independence after 12 months (earliest)
    	
    	ideology = liberal
    	allow_all_cultures = yes
    	allow_all_culture_groups = no
    	allow_all_religions = yes
    	allow_all_ideologies = yes
    	
    	resilient = yes					# Disbands on retreat
    	reinforcing = yes				# Does not receive reinforcements
    	general = yes					# Does not use generals
    	smart = yes					# Does not assault forts, tactically withdraw from battle, etc.
    	unit_transfer = no				# Units remain after enforcing demands.
    
    	# triggers a general rising, modifier will be multiplied with the countrys army strength and compared to the factions strenght
    	will_rise = 
    	{
    		factor = 1
    		
    		modifier = {
    			war = yes
    			factor = 0.8
    		}
    		
    		modifier = {
    			war_exhaustion = 4
    			factor = 0.95
    		}
    		
    		modifier = {
    			war_exhaustion = 6
    			factor = 0.95
    		}
    		
    		modifier = {
    			war_exhaustion = 8
    			factor = 0.95
    		}
    		modifier = {
    			factor = 0.4
    			country = {
    				has_country_modifier = springtime_of_nations
    			}
    		}
    		modifier = {
    			factor = 0.75 #1.5
    			country = {
    				has_country_modifier = global_liberal_agitation
    			}
    		}
    	}
    	
    	# The rebel type with the highest modifier for this pop gets picked
    	spawn_chance = {
    		factor = 10
    		
    		modifier = {
    			factor = 0
    			OR = { 
    				culture_has_union_tag = no
    				is_cultural_union = THIS
    				NOT = { is_culture_group = THIS }
    			}
    		}
    		modifier = {
    			factor = 0
    			cultural_union = {
    				exists = yes
    			}
    		}
    
    		modifier = { ##################### HERE IS THE NEW MODIFIER ##################
    			factor = 0
    			NOT = { someone_can_form_union_tag = cultural_union }
    		}
    		
    		modifier = {
    			factor = 1
    			war = yes
    		}
    		
    		modifier = {
    			factor = 0
    			country = {
    				is_greater_power = yes
    			}
    		}
    		
    		modifier = {
    			factor = 0
    			OR = {
    				culture = north_italian
    				culture = south_italian
    			}
    		}
    
    		modifier = {
    			factor = 50
    			OR = {
    				country = {
    					has_country_modifier = global_liberal_agitation
    					has_country_modifier = springtime_of_nations
    				}
    			}
    		}
    		
    		modifier = {
    			factor = 30
    			pop_majority_ideology = liberal
    		}
    		
    		modifier = {
    			factor = 20
    			pop_majority_ideology = anarcho_liberal
    		}
    
    		modifier = {
    			factor = 1.5
    			political_reform_want = 0.05
    		}
    		modifier = {
    			factor = 1.5
    			political_reform_want = 0.1
    		}
    		modifier = {
    			factor = 1.5
    			political_reform_want = 0.15
    		}
    	}
     
     	#This is checked for EACH province in the Area of Operations
    	movement_evaluation = {
    		factor = 1
    		modifier = {
    			factor = 0.1
    			units_in_province = 1
    		}
    		modifier = {
    			factor = 0.001
    			controlled_by = REB
    		}
    		modifier = {
    			factor = 1.5
    			average_militancy = 4
    		}
    		modifier = {
    			factor = 1.5
    			average_militancy = 6
    		}
    		modifier = {
    			factor = 1.5
    			average_militancy = 8
    		}
    		modifier = {
    			factor = 2.0
    			is_capital = yes
    		}
    	}
    	
     	# Province Scope
     	#siege_won_trigger = {
     	#}
    	
    	#siege_won_effect = {
    	#}
    	
    
    	# Country scope
    	demands_enforced_trigger = {
    		capital_scope = {
    			controlled_by = REB
    			province_control_days = 180 #365
    		}
    	}
    
    
    	demands_enforced_effect = {
    		political_reform = wealth_voting
    		political_reform = population_equal_weight
    		political_reform = yes_meeting
    		political_reform = free_press
    		political_reform = non_socialist
    		political_reform = secret_ballots
    		random_country = {
    			limit = {
    				is_culture_group = THIS
    				OR = {
    					is_greater_power = yes
    					tag = WAL
    					tag = MOL
    				}
    				NOT = {
    					tag = AUS
    					tag = KUK
    					is_cultural_union = yes
    				}
    			}
    			country_event = 11100
    		}
    	}
    
    
    
    }
    
    
    
    ###################################
    # Pan-Nationalist Rebels without a home
    ###################################
    pan_nationalist_rebels2 = {
    	icon = 6
    	
    	area = culture_group
    	break_alliance_on_win = no
    	
    	# <this is the governement in the country> = <this is what the rebels want>
    	government = {
    		proletarian_dictatorship = proletarian_dictatorship
    		presidential_dictatorship = presidential_dictatorship
    		bourgeois_dictatorship = bourgeois_dictatorship
    		fascist_dictatorship = fascist_dictatorship
    		absolute_monarchy = absolute_monarchy
    		prussian_constitutionalism = prussian_constitutionalism
    		hms_government = hms_government
    		democracy = democracy
    	}
    
    	defection = pan_nationalist		# If the country seeks independence, defection specifies what type of provinces it wants.
    	independence = culture
    	defect_delay = 6			# Can spontaneously declare independence after 12 months (earliest)
    	
    	ideology = liberal
    	allow_all_cultures = yes
    	allow_all_culture_groups = no
    	allow_all_religions = yes
    	allow_all_ideologies = yes
    	
    	resilient = yes					# Disbands on retreat
    	reinforcing = yes				# Does not receive reinforcements
    	general = yes					# Does not use generals
    	smart = yes					# Does not assault forts, tactically withdraw from battle, etc.
    	unit_transfer = no				# Units remain after enforcing demands.
    
    	# triggers a general rising, modifier will be multiplied with the countrys army strength and compared to the factions strenght
    	will_rise = 
    	{
    		factor = 1
    		
    		modifier = {
    			war = yes
    			factor = 0.8
    		}
    		
    		modifier = {
    			war_exhaustion = 4
    			factor = 0.95
    		}
    		
    		modifier = {
    			war_exhaustion = 6
    			factor = 0.95
    		}
    		
    		modifier = {
    			war_exhaustion = 8
    			factor = 0.95
    		}
    		modifier = {
    			factor = 0.4
    			country = {
    				has_country_modifier = springtime_of_nations
    			}
    		}
    		modifier = {
    			factor = 0.75 #1.5
    			country = {
    				has_country_modifier = global_liberal_agitation
    			}
    		}
    	}
    	
    	# The rebel type with the highest modifier for this pop gets picked
    	spawn_chance = {
    		factor = 10
    		
    		modifier = {
    			factor = 0
    			OR = { 
    				culture_has_union_tag = no
    				is_cultural_union = THIS
    				NOT = { is_culture_group = THIS }
    			}
    		}
    		modifier = {
    			factor = 0
    			cultural_union = {
    				exists = yes
    			}
    		}
    
    		modifier = { ##################### HERE IS THE NEW MODIFIER ##################
    			factor = 0
    			someone_can_form_union_tag = cultural_union
    		}
    
    		
    		modifier = {
    			factor = 1
    			war = yes
    		}
    		
    		modifier = {
    			factor = 0
    			country = {
    				is_greater_power = yes
    			}
    		}
    		
    		modifier = {
    			factor = 0
    			OR = {
    				culture = north_italian
    				culture = south_italian
    			}
    		}
    
    		modifier = {
    			factor = 50
    			OR = {
    				country = {
    					has_country_modifier = global_liberal_agitation
    					has_country_modifier = springtime_of_nations
    				}
    			}
    		}
    		
    		modifier = {
    			factor = 30
    			pop_majority_ideology = liberal
    		}
    		
    		modifier = {
    			factor = 20
    			pop_majority_ideology = anarcho_liberal
    		}
    
    		modifier = {
    			factor = 1.5
    			political_reform_want = 0.05
    		}
    		modifier = {
    			factor = 1.5
    			political_reform_want = 0.1
    		}
    		modifier = {
    			factor = 1.5
    			political_reform_want = 0.15
    		}
    	}
     
     	#This is checked for EACH province in the Area of Operations
    	movement_evaluation = {
    		factor = 1
    		modifier = {
    			factor = 0.1
    			units_in_province = 1
    		}
    		modifier = {
    			factor = 0.001
    			controlled_by = REB
    		}
    		modifier = {
    			factor = 1.5
    			average_militancy = 4
    		}
    		modifier = {
    			factor = 1.5
    			average_militancy = 6
    		}
    		modifier = {
    			factor = 1.5
    			average_militancy = 8
    		}
    		modifier = {
    			factor = 2.0
    			is_capital = yes
    		}
    	}
    	
     	# Province Scope
     	#siege_won_trigger = {
     	#}
    	
    	#siege_won_effect = {
    	#}
    	
    
    	# Country scope
    	demands_enforced_trigger = { # it will be enforced like the nationalist one
    		independence = {
    			all_core = {
    				OR = {
    					controlled_by_rebels = yes
    					NOT = { owned_by = THIS }
    				}
    				province_control_days = 60
    			}
    		}
    	}
    	demands_enforced_effect = {
    #		political_reform = wealth_voting
    #		political_reform = state_equal_weight
    #		political_reform = yes_meeting
    #		political_reform = free_press
    #		political_reform = non_socialist
    #		political_reform = secret_ballots
    		release_vassal = REB
    	}
    
    
    
    }
    "After Napoleon, both lieutenant and Emperor, all destinies are within this century" - Dom Camurro
    --------------------------
    "New Nations Mod" for Victoria 2
    (version 1.00 (30/10))

    50 new nations for your Vicky2 game!

  4. #44
    Quote Originally Posted by chann View Post
    Not really a bug fix though?
    I do think it's a mistake/bug. The most defining charcteristic of liberal parties in Vic2 is laissez faire. Guess I should ask in the bug report forum though.
    >

  5. #45
    If so, would it be pertinent to create another type of rebel the "pan-nationalist without a motherland", in order to allow their independence? This rebel type would have exactly the same pan-nationalist characteristics, except that its trigger and effect would be the same of the Nationalist Rebel. The tricky part, however, would be to identify if there's any country with their main culture - if there is, the standard pan-nationalist should be used.

    I found a new trigger, "someone_can_form_union_tag = <tag>", which was added in 1.2 and seems to be useful to the "tricky" part, but I'm not sure how it works (it could be looking only for great powers, for example).
    Actually, pan-nationalists can only use a Great Power to form a cultural union (with the exception of Romanian ones, who can offer the crown to Wallachia or Moldavia).

    There is also another problem with your code: it still has some obsolete triggers and factors from pan-nationalists. For example, you'll probably rarely even see them, because they cannot rise when their country is a Great Power. Those rebels are de facto nationalists, so probably it would be better to make them as similar as possible.

  6. #46
    Voter Colonel chann's Avatar
    Crusader Kings IIEuropa Universalis 3EU3 CompleteDivine WindFor The Glory
    Heir to the ThroneMagickaRome GoldVictoria 2Mount & Blade: Warband

    Join Date
    May 2009
    Location
    Terre Napoléon
    Posts
    166
    Quote Originally Posted by Trovador View Post
    Not exactly a bug, but a general design problem: if I understood correctly, cultural union tags that don't have any existing country with their national culture (Hungary, for example) cannot achieve freedom by rebelling. This is because they can't have nationalist rebels, but their pan-nationalist rebels will have no effect, as there's no nation to give the crown to. Did I interpret the code correctly?
    If so, would it be pertinent to create another type of rebel the "pan-nationalist without a motherland", in order to allow their independence? This rebel type would have exactly the same pan-nationalist characteristics, except that its trigger and effect would be the same of the Nationalist Rebel. The tricky part, however, would be to identify if there's any country with their main culture - if there is, the standard pan-nationalist should be used.

    I found a new trigger, "someone_can_form_union_tag = <tag>", which was added in 1.2 and seems to be useful to the "tricky" part, but I'm not sure how it works (it could be looking only for great powers, for example).

    I tried to codefy this new kind of rebel, but I'm not sure how sucessful it is - could you help me?
    I will look into it. I have attempted adding exceptions in rebel_types for POL and HUN before, but whatever I did wasn't very effective.
    Victoria II unofficial fix pack for 1.2 (last update 2010-12-23)
    Dominion: British Imperial Relations v 1.3 (2010-11-01)
    Australia/New Zealand Improvement Mod (WIP, mate)

    1 Labourer has been promoted to Bureaucrat this month

  7. #47

  8. #48
    Lt. General ashandresash's Avatar
    200k clubHearts of Iron 2: ArmageddonCrusader Kings IIDeus VultEuropa Universalis 3
    Divine WindFor the MotherlandHearts of Iron IIIHOI3: Their Finest HourHeir to the Throne
    Europa Universalis III: In NomineMarch of the EaglesEU3 Napoleon's AmbitionVictoria: RevolutionsRome Gold
    Semper FiSengokuVictoria 2Victoria II: A House DividedVictoria II: Heart of Darkness
    Pride of NationsRise of PrussiaCK2: Holy Knight500k clubEuropa Universalis IV: Pre-order
    EUIV: Wealth of NationsEUIV: Conquest of ParadiseEUIV: Res Publica

    Join Date
    Jul 2008
    Location
    Spain
    Posts
    1,507
    I'm using it, and it feels fine. Congrats and keep on
    Why do you sound surprised? I love America. Just because I think gay dudes should be allowed to adopt kids and we should all have hybrid cars doesn't mean I don't love America - Liz Lemon

  9. #49
    Left-tenant Sovetskysoyuz's Avatar
    Crusader Kings IIEU3 CompleteDivine WindFor the MotherlandHearts of Iron III
    HOI3: Their Finest HourHeir to the ThroneMagickaMarch of the EaglesSemper Fi
    SengokuVictoria 2Victoria II: A House DividedVictoria II: Heart of DarknessWar of the Roses
    Pride of Nations500k clubEuropa Universalis IV

    Join Date
    Jun 2010
    Location
    Shearwater, NS, Canada
    Posts
    765
    Couple of bugs in your hotfix (!)
    • lines 107 and 108 of 00_newtext.csv are both EVTDESC2570
    • line 97 of 00_text.csv is missing two semicolons

    Still, thanks for your great work.
    "A series of parabolas is plotted out, the mortar supporting one leg and exploding Germans supporting the opposite. Ask a Russian engineer to design you a shoe, and he'll give you something that looks like the box the shoe came in. Ask him to design something that will slaughter Germans, and he turns into Thomas ----ing Edison."
    —Neal Stephenson, Cryptonomicon

    A Mari Usque Ad Mare: a Canada Flavour Mod for Vicky II. Now updated for AHD!

  10. #50
    Voter Colonel chann's Avatar
    Crusader Kings IIEuropa Universalis 3EU3 CompleteDivine WindFor The Glory
    Heir to the ThroneMagickaRome GoldVictoria 2Mount & Blade: Warband

    Join Date
    May 2009
    Location
    Terre Napoléon
    Posts
    166
    New version posted that fixes an "endless slavery debate" bug for the USA, some province life ratings, and those locailzation problems. Cheers guys.
    Victoria II unofficial fix pack for 1.2 (last update 2010-12-23)
    Dominion: British Imperial Relations v 1.3 (2010-11-01)
    Australia/New Zealand Improvement Mod (WIP, mate)

    1 Labourer has been promoted to Bureaucrat this month

  11. #51
    Captain Masakary's Avatar
    Crusader Kings IIDarkest HourDungeonlandEU3 CompleteHearts of Iron III
    Leviathan: WarshipsThe Showdown EffectVictoria 2Victoria II: A House DividedWarlock: Master of the Arcane
    War of the RosesEuropa Universalis IV: Pre-order

    Join Date
    Aug 2009
    Location
    In the urban desert ^^
    Posts
    331
    Your mod has a little bug, in the folder history/provinces, you should have soviet, not soviet union.
    Knowledge is power. Hide it well.

  12. #52
    Voter Colonel chann's Avatar
    Crusader Kings IIEuropa Universalis 3EU3 CompleteDivine WindFor The Glory
    Heir to the ThroneMagickaRome GoldVictoria 2Mount & Blade: Warband

    Join Date
    May 2009
    Location
    Terre Napoléon
    Posts
    166
    Quote Originally Posted by Masakary View Post
    Your mod has a little bug, in the folder history/provinces, you should have soviet, not soviet union.
    Thank you, it's been fixed in the newest update. Only other new change in this version is the addition of prussian_constitutionalism into events that check the other two forms of monarchy, like the A-H decision reported in the bug forum, there were a few others.
    Victoria II unofficial fix pack for 1.2 (last update 2010-12-23)
    Dominion: British Imperial Relations v 1.3 (2010-11-01)
    Australia/New Zealand Improvement Mod (WIP, mate)

    1 Labourer has been promoted to Bureaucrat this month

  13. #53
    Private
    Sword of the Stars IIVictoria 2

    Join Date
    Dec 2003
    Location
    Colorado
    Posts
    13
    Just a note of thanks for this. Just finished a game as Portugal that saw both Germany and Italy form, and China finished as the #2 power.

  14. #54
    Sergeant Lyly's Avatar
    Victoria 2

    Join Date
    Dec 2010
    Location
    Texas, USA
    Posts
    83
    I have no idea if it's been stated already, so excuse me if it has (53 pages is a lot to look through). For US ship names, one is called the "Contellation", I'm sure that must be "Constellation". I want to say it's for a Man'o'war, but I'm not certain.

    EDIT- I misread 53 posts as 53 pages. I've since looked the overwhelming 3 pages of responses and confirmed this has not yet been reported :P
    Last edited by Lyly; 07-12-2010 at 05:12.

  15. #55
    Voter Colonel chann's Avatar
    Crusader Kings IIEuropa Universalis 3EU3 CompleteDivine WindFor The Glory
    Heir to the ThroneMagickaRome GoldVictoria 2Mount & Blade: Warband

    Join Date
    May 2009
    Location
    Terre Napoléon
    Posts
    166
    Quote Originally Posted by Lyly View Post
    I have no idea if it's been stated already, so excuse me if it has (53 pages is a lot to look through). For US ship names, one is called the "Contellation", I'm sure that must be "Constellation". I want to say it's for a Man'o'war, but I'm not certain.
    Fixed in latest version, thanks Other major changes:
    1) province events that affect bureaucrats, capitalists and aristocrats (all of whom are state_capital_only pops) now target pops on a state level
    2) Similarly, most events in WorkPlaceEvents.txt relating to factory goods now trigger from the state level (individual provinces don't produce factory goods)

    See OP for download links
    Victoria II unofficial fix pack for 1.2 (last update 2010-12-23)
    Dominion: British Imperial Relations v 1.3 (2010-11-01)
    Australia/New Zealand Improvement Mod (WIP, mate)

    1 Labourer has been promoted to Bureaucrat this month

  16. #56
    Duende obscuro castorp's Avatar
    Hearts of Iron 2: ArmageddonDeus VultVictoria: RevolutionsVictoria 2

    Join Date
    Jan 2003
    Location
    People's Republic of Cambridge
    Posts
    77
    many thanks for the update and the continued great work!! hopefully this won't all have to be redone from scratch when 1.3 arrives!
    cheers
    hc

  17. #57
    Modding Victoria 2 ZomgK3tchup's Avatar
    Crusader Kings IIDarkest HourDeus VultEU3 CompleteDivine Wind
    For the MotherlandHearts of Iron IIIHeir to the ThroneVictoria: RevolutionsSemper Fi
    Sword of the StarsVictoria 2Victoria II: A House DividedCK2: Holy Knight500k club
    Europa Universalis IV: Pre-order

    Join Date
    Dec 2009
    Location
    New Jersey, USA
    Posts
    2,352
    Blog Entries
    1
    Quote Originally Posted by castorp View Post
    Hopefully this won't all have to be redone from scratch when 1.3 arrives!
    Hopefully this won't be necessary with 1.3!

  18. #58
    Can you change the limits of Paraguay? .. the provinces of Puerto Guaraní, Xolotas, Formosa and Fortín Falcon are from Paraguay. And the Guarani culture is accepted (more than 50 % of the population of the country is Guarani) thanks for this great work..

  19. #59
    Neutral Jingoist cosmeIII's Avatar
    Crusader Kings IIDarkest HourEU3 CompleteDivine WindHearts of Iron III
    Europa Universalis: RomeVictoria 2Rome: Vae Victis500k club

    Join Date
    Dec 2009
    Location
    Some random place in Spain
    Posts
    530
    Quote Originally Posted by ZomgK3tchup View Post
    Hopefully this won't be necessary with 1.3!
    Unofficial fix packs are always there, you will always see a little flaw in the game, bang, the community fixes it. And that's why I love Paradox Interactive.
    Blood And Fire NOT Fire And Blood! - A Game of Thrones AAR where Valyrians may not have such an easy time conquering Westeros! (In progress)

  20. #60
    So Paradox Interactive gets the credit for the community fixes?

+ Reply to Thread
Page 3 of 5 FirstFirst 1 2 3 4 5 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts